Well its obvious, that I'm a gamer. But I've always wanted to develop one now i have my chance.
Cepheus Protocol Development Update. [From April 7, 2023]
Cepheus Protocol Development for March-April [From April 30, 2022]
Hey guys! So this is a little series i wanted to start to talk about the development of Cepheus Protocol . Enjoy! [From March 1, 2022]
Cepheus Protocol Development Through the Holiday Season.
Hey guys! So this is a little series i wanted to start to talk about the development of Cepheus Protocol . Enjoy! [From September 14, 2021]
SOC-Test is closed and experimental is closed for the next 1 week while we work to polish this on the public realm. Saves will not carry over so be careful...
Thoughts on the current Direction and what we are doing to improve the game. [From August 1, 2021] Backlog Post.
Cepheus Protocol Development January through February 2022 [From February 4, 2022]
In this update i talk about the progress we've had since the last relating to level designer and how we've added vast new sections a main menu and more.
In this first article we talk about production and how we've started really starting to get Olympus off the ground from the faintest of ideas to something...
As many of you know that follow our development more closely on Discord i will attempt to post here and on steam to ensure everyone is in the loop on...
Over the last few weeks we've worked to improve the infected, optimization and take feedback from the community to ensure we are hitting all the right...
This article is a roll-up of all the major systems compiled into one thread for convenience for all those curious of what we are working on over the next...
We are now live on Steam and if you've been itching to jump into Treasure Island this is your chance! Here's an overview of our Year 1 Road-map!
Deep inside the Halcyon Winds Vault we work to put on the finishing touches.
Over the past few weeks we worked to refine and get more gameplay mechanics into our dev builds. We've refined and changed some systems and worked on...
The development of Cepheus Protocol, like any game has had many iterations and changes from the initial idea. Our game can be somewhat difficult to place...
I think it goes without saying that Indie Game Development is hard grueling work, it’s certainly not for everyone. Every aspect has to be planned out...
Over the week we worked to resolve and cleanup further inconsistencies across the board for level design and programming. The Animators also worked to...
Past this Dev Blog: We will be omitting certain tasks people have done throughout the week in sake of spoilers! Sorry :), But over the past 2 weeks we...
Over this week we worked to border up the remaining assets that needed adjustment, adjusted across the board to ensure all the various systems were ready...
Over the week we stormed ahead towards our internal deadline for this month cutting a few aspects in light of ensuring we have a build and hammering down...
Over the week we got further elements relating to the main menu screens, level design interiors and gameplay mechanics integrated. Naturally our development...
Well ops! We missed a dev blog last weekend and decided to save that work for an even bigger blog update tonight!. Tonight we delve into the State of...
Over the week we set some hard deadlines across all the divisions and drew a line in the sand in terms of getting the build situated internally to play...
Welcome to the first Dev Diary of Cepheus Protocol! I will be writing Dev Diaries depicting specific mechanics and elements of Cepheus Protocol. While...
Over the week we worked to create more animatics for the various cutscenes and the new level designers further developed lacking zones. Everything pushed...
This week we started VO casting for all characters and continued to bolster the team after a few individuals had to drop out due to lack of time. We started...
Over the week we worked to situate the remaining customization infrastructure and how to allow it to scale up with relative ease. With that the level...
Over the week myself and Andrew worked to implement the character customization system and set a baseline for quality overall in terms of UI and overall...
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